JavaScript实现H5接金币功能(实例代码)
导读:收集整理的这篇文章主要介绍了JavaScript实现H5接金币功能(实例代码 ,觉得挺不错的,现在分享给大家,也给大家做个参考。 今日做出做出一个春节接金币红包的活动,感觉挺不错的分享给...
收集整理的这篇文章主要介绍了JavaScript实现H5接金币功能(实例代码),觉得挺不错的,现在分享给大家,也给大家做个参考。 今日做出做出一个春节接金币红包的活动,感觉挺不错的分享给大家
这个小游戏采用hilojs实现的,详情
第一步:安装插件
npm i hilojs或者yarn add hilojs
第二步:创建一个Asset.js文件
import Hilo From "hilojs";
export default Hilo.Class.create({
Mixes: Hilo.EventMixin, queue: null, // 下载类 gold: null, // 金币 wood: null, // 金币 water: null, // 蛋 fireElement: null, // 金币 soil: null, // 红包 PErson: null, // 车 score0: null, // score1: null, // score2: null, // load() {
let imgs = [ {
id: 'soil',//红包 src: require('../../../assets/image/red.png') }
, {
id: 'water',//蛋 src: require('../../../assets/image/dan.png') }
, {
id: 'gold',//金币 src: require('../../../assets/image/money3.png') }
, {
id: 'person',//车 src: require('../../../assets/image/che1.png') }
];
this.queue = new Hilo.LoadQueue();
this.queue.add(imgs);
this.queue.on('complete', this.onComplete.bind(this));
this.queue.on('error', (e) =>
{
console.LOG('加载出错', e) }
) this.queue.start();
}
, onComplete() {
//加载完成 console.log('加载完成') this.gold = this.queue.get('gold').content;
//金币 this.water = this.queue.get('water').content;
//蛋 this.soil = this.queue.get('soil').content;
//红包 this.person = this.queue.get('person').content;
//删除下载队列的complete事件监听 this.queue.off('complete');
// complete暴露 this.fire('complete');
}
}
)第三步:创建一个game.js文件
import Hilo from "hilojs";
import Asset from './Asset'//定义金币红包车参数import Gold from './gold'//随机生成金币红包臭蛋import Hand from './hand'//汽车初始化级碰撞let startTime = 0export default class game {
constructor(page) {
this.page = page //设置的游戏时间 this.gameTime = 0 this.gamestatus = "ready" /* play 游戏开始 ready 游戏结束 **/ // 下载队列 this.asset = new Asset() // 画布对象 this.stage = null // 画布信息 this.width = (window.innerWidth || document.documentElement.clientWidth || document.body.clientWidth) * 2 // this.height = innerHeight * 2 1334 ? innerHeight * 2 : 1334 this.height = (window.innerHeight || document.documentElement.clientHeight || document.body.clientHeight) * 2 this.scale = 0.5 // 定时器对象 this.ticker = null //金币红包臭蛋 this.Gold = null //金币红包臭蛋下落速度 this.enemySpeed = 1000//金币下落速度 this.redSpeed = 1000//红包下落速度 this.danSpeed = 1000//红包下落速度 //金币红包臭蛋生成速度 this.createSpeed = 200 //接金币红包臭蛋的车 this.hand = null //开始按钮 this.beginBTn = null //分数 this.score = 0 //定义一个碰撞的数组 this.crashList = [] this.isEnd = false //砸中臭蛋数量 this.danNum = 0 //定时器 this.timerAll = null }
inIT() {
this.asset.on('complete', function () {
this.asset.off('complete') this.initStage() }
.bind(this));
this.asset.load() }
initStage() {
// console.log(this.width,this.height) // 舞台 this.stage = new Hilo.Stage({
renderType: 'canvas', width: this.width, height: this.height, scaleX: this.scale, scaleY: this.scale, container: this.page }
);
this.stage.enableDOMEvent([Hilo.event.POINTER_START, Hilo.event.POINTER_MOVE, Hilo.event.POINTER_END]);
// 启动定时器刷新页面 参数为帧率 this.ticker = new Hilo.Ticker(60) // 舞台添加到定时队列中 this.ticker.addTick(this.stage) // 添加动画类到定时队列 this.ticker.addTick(Hilo.Tween);
//启动ticker this.ticker.start(true);
this.startGame();
}
startGame() {
//开始游戏 startTime = new Date().getTime() this.initZongzi();
this.initHand() //this.beginBtn.removeFromParent() this.stage.removeChild(this.beginBtn) this.gameTime = this.setGameTime;
this.score = 0;
this.crashList = [];
this.isEnd = false;
this.gameStatus = "play" this.calcTime() }
calcTime() {
//游戏时间 this.timerAll = setTimeout(() =>
{
let now = new Date().getTime() let difference = parseInt((now - startTime) / 1000) if (difference % 30 == 0) {
this.Gold.score[0] = this.Gold.score[0] + 5 this.Gold.score[2] = this.Gold.score[2] + 5 this.Gold.enemySpeed = this.Gold.enemySpeed + 500 this.Gold.redSpeed = this.Gold.redSpeed + 200 this.Gold.danSpeed = this.Gold.danSpeed + 300 }
this.calcTime() }
, 1000);
}
clearCalcTime() {
this.Gold.score[0] = 5 this.Gold.score[2] = 5 this.Gold.enemySpeed = 1000 this.Gold.redSpeed = 1000 this.Gold.danSpeed = 1000 clearTimeout(this.timerAll);
}
gameOver() {
//游戏结束调用 this.Gold.stopCreateEnemy() this.gameStatus = "ready" this.initBeginBtn() //this.hand.removeChild(this.hand.score) this.stage.removeChild(this.hand) }
initZongzi() {
//初始化金币红包 this.Gold = new Gold({
id: 'gold', height: this.height, width: this.width, enemySpeed: this.enemySpeed, redSpeed: this.redSpeed, danSpeed: this.danSpeed, createSpeed: this.createSpeed, pointerEnabled: false, // 不关闭事件绑定 无法操作舞台 SmallGoldList: [this.asset.gold, this.asset.water, this.asset.soil], startTime }
).addTo(this.stage, 2) //舞台更新 this.stage.onUpdate = this.onUpdate.bind(this);
}
initHand() {
//初始化手 this.hand = new Hand({
id: 'hand', img: this.asset.person, height: this.asset.person.height, width: this.asset.person.width, x: this.width / 2 - this.asset.person.width / 4, y: this.height - this.asset.person.height / 2 - 40 }
).addTo(this.stage, 1);
Hilo.util.copy(this.hand, Hilo.Drag);
this.hand.startDrag([0, this.height - this.asset.person.height / 2 - 40, this.width - this.asset.person.width / 2 + 10, 0]);
}
onUpdate() {
//舞台更新 if (this.gameStatus == 'ready') {
return }
// console.log('碰撞', this.crashList) let num = [] this.crashList.foreach(e =>
{
if (e == 'dan') {
num.push(e) }
}
) this.danNum = num.length if (num.length >
= 3) {
//游戏结束 console.log('游戏结束') this.clearCalcTime() this.isEnd = true;
this.gameOver() return }
this.Gold.children.forEach(item =>
{
if (this.hand.checkCollision(item)) {
if (item.drawable.image.src.indexOf("red") != -1) {
this.crashList.push('red') }
if (item.drawable.image.src.indexOf("money3") != -1) {
this.crashList.push('money3') }
if (item.drawable.image.src.indexOf("dan") != -1) {
this.crashList.push('dan') }
// 碰撞了 item.over();
this.score += item.score || 0;
switch (item.score) {
case -1: this.hand.addScore(this.asset.score0) break;
case 1: this.hand.addScore(this.asset.score1) break;
case 2: this.hand.addScore(this.asset.score2) break;
default: break;
}
}
}
) }
initBeginBtn() {
}
}
第四步:创建一个gold.js文件
import Hilo from "hilojs";
import SmallGold from './SmallGold'let Enemy = Hilo.Class.create({
Extends: Hilo.Container, timer: null, // 定时器 SmallGoldList: [], enemySpeed: 0, redSpeed: 0, danSpeed: 0, createSpeed: 0, score: [5, 0, 5], tween: null, startTime: null, constructor: function (PRoperties) {
Enemy.superclass.constructor.call(this, properties);
this.startTime = properties.startTime this.tween = Hilo.Tween;
this.creatEnemy();
this.beginCreateEnemy();
}
, creatEnemy() {
let now = new Date().getTime() let difference = parseInt((now - this.startTime) / 200) let index = null;
let differenceNow = parseInt((now - this.startTime) / 1000) if (0 = differenceNow &
&
differenceNow = 60) {
if (difference == 0) {
index = 0 this.createGold(index, this.enemySpeed) }
else if (difference % 70 == 0) {
//0-15秒,障碍蛋1个 index = 1 this.createGold(index, this.danSpeed) }
else if (difference % 147 == 0 || difference % 154 == 0) {
//15-30秒障碍蛋2个(150-155) index = 1 this.createGold(index, this.danSpeed) }
else if (difference % 222 == 0 || difference % 226 == 0 || difference % 235 == 0) {
//30-45秒障碍蛋3个(225-230) index = 1 this.createGold(index, this.danSpeed) }
else if (difference % 296 == 0 || difference % 302 == 0 || difference % 307 == 0 || difference % 311 == 0) {
//60秒,障碍蛋4个 index = 1 this.createGold(index, this.danSpeed) }
else {
let number = this.random(0, 100);
if (number 40) {
//0为金币2位红包1为蛋 index = 0 this.createGold(index, this.enemySpeed) }
else if (number = 100) {
index = 2 this.createGold(index, this.redSpeed) }
}
}
else {
let nowmiao = difference - 300 if (nowmiao % 70 == 0 || nowmiao % 75 == 0 || nowmiao % 78 == 0 || nowmiao % 85 == 0) {
//0-15秒,障碍蛋4个 index = 1 this.createGold(index, this.danSpeed) }
else {
let number = this.random(0, 100);
if (number 40) {
//0为金币2位红包1为蛋 index = 0 this.createGold(index, this.enemySpeed) }
else if (number = 100) {
index = 2 this.createGold(index, this.redSpeed) }
}
}
}
, createGold(index, enemySpeed) {
let hold = undefined if (this.SmallGoldList[index].width &
&
this.SmallGoldList[index].height) {
hold = new SmallGold({
image: this.SmallGoldList[index], rect: [0, 0, this.SmallGoldList[index].width, this.zongziList[index].height], width: this.SmallGoldList[index].width / 2, height: this.SmallGoldList[index].height / 2, // scaleX: 0.5, // scaleY: 0.5, }
).addTo(this);
}
let widthScreen = window.innerWidth || document.documentElement.clientWidth || document.body.clientWidth let heightScreen = window.innerHeight || document.documentElement.clientHeight || document.body.clientHeight hold.x = 0.45 * widthScreen;
hold.y = 0.4 * heightScreen;
hold.score = this.score[index] this.tween.to(hold, {
x: this.random(0, (this.width - this.SmallGoldList[0].width / 2)), y: this.height }
, {
duration: 1400 / enemySpeed * 1000, loop: false, onComplete: () =>
{
hold.removeFromParent() }
}
);
}
, random(lower, upper) {
return Math.floor(Math.random() * (upper - lower + 1)) + lower;
}
, beginCreateEnemy() {
//开始生成 this.timer = setInterval(() =>
{
this.creatEnemy();
}
, this.createSpeed);
}
, stopCreateEnemy() {
//停止生成并全部移除 clearInterval(this.timer) this.removeAllChildren() }
, checkCollision(enemy) {
//碰撞检测 for (VAR i = 0, len = this.children.length;
i len;
i++) {
if (enemy.hittestObject(this.children[i], true)) {
return true;
}
}
return false;
}
}
)export default Enemy第五步:创建一个hand.js文件
import Hilo from "hilojs";
let hand = Hilo.Class.create({
Extends: Hilo.Container, // 图 img: null, //车 bowl: null, //分数 score: null, constructor(properties) {
hand.superclass.constructor.call(this, properties) this.initHand() }
, initHand() {
//初始化背景 this.hand = new Hilo.Bitmap({
id: 'hand', image: this.img, rect: [0, 0, this.img.width, this.img.height], width: this.img.width / 2, height: this.img.height / 2, // scaleX: 0.5, // scaleY: 0.5, }
).addTo(this);
}
, addScore(image) {
//加分 if (this.img.width &
&
image.width) {
this.score = new Hilo.Bitmap({
id: 'score', image: image, rect: [0, 0, image?.width || 0, image?.height || 0], x: (this.img.width - image.width) / 2, y: -image.height }
).addTo(this);
}
if (this.img.width &
&
image.width) {
Hilo.Tween.to(this.score, {
x: (this.img.width - image.width / 2) / 2, y: -2 * image.height, alpha: 0, width: image.width / 2, height: image.height / 2 }
, {
duration: 600, //delay: 100, ease: Hilo.Ease.Quad.EaseIn, onComplete: () =>
{
}
}
);
}
}
, // 碰撞检测 checkCollision(enemy) {
if (enemy.hitTestObject(this.hand, true)) {
return true;
}
return false;
}
}
)export default hand第六步:创建一个SmallGold.js文件
import Hilo from "hilojs";
let SmallGold= Hilo.Class.create({
Extends: Hilo.Bitmap, constructor: function (properties) {
SmallGold.superclass.constructor.call(this, properties);
this.onUpdate = this.onUpdate.bind(this);
}
, over(){
this.removeFromParent();
}
, onUpdate() {
if (this.parent.height this.y) {
this.removeFromParent();
return }
}
}
) export default SmallGold我这是在vue中使用
template>
div class="fix">
div class="hilo">
div ref="hilo" class="canvas">
/div>
img src="../../assets/image/youton3.png" alt="" class="tong" />
div class="score">
div class="left">
img :src="headimgurl" alt="" class="headimgurl" />
div class="p1">
p class="p2">
玩家:{
{
nickname }
}
/p>
p class="P3">
得分:{
{
score }
}
span >
img src="../../assets/image/dan21.png" alt="" class="danNum" />
x{
{
danNum }
}
/span >
/p>
/div>
/div>
/div>
/div>
/div>
/template>
script>
import Game from "./js/game";
export default {
name: "game", data() {
return {
game: new Game(), }
;
}
, computed: {
score() {
//游戏分数 return this.game.score;
}
, danNum() {
//黑蛋碰撞个数 return this.game.danNum;
}
, }
, watch: {
"game.isEnd": {
handler(newName) {
// console.log(newName);
if (newName) {
this.goTo();
}
}
, immediate: true, }
, }
, mounted() {
this.$nextTick(() =>
{
this.game.page = this.$refs.hilo;
this.game.init();
}
);
}
, beforeDestroy() {
this.game.gameOver();
}
, destroyed() {
}
, methods: {
goTo(){
}
}
,}
;
/script>
最后效果
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